testing
This commit is contained in:
reedgamingstudio
2014-12-16 00:23:12 -06:00
parent c0c0755cc6
commit 5b8ebb7a35
1697 changed files with 1115979 additions and 0 deletions
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using UnityEngine;
using System.Collections;
public class Controller : MonoBehaviour {
public enum Type {M79, M67, RPG, Bomb}
public Type type;
public Transform missile;
public Transform FirePoint;
public float switchTime;
public float animSpeed = 1;
public float fireRate = 0.1f;
float nextFire = 0;
// Use this for initialization
void Awake () {
if(type != Type.M67 && type != Type.Bomb){
animation["Fire"].wrapMode = WrapMode.Once;
animation["Reload"].wrapMode = WrapMode.Once;
animation["Idle"].wrapMode = WrapMode.Once;
}else{
if(type == Type.M67){
animation["Throw"].wrapMode = WrapMode.Once;
animation["Idle"].wrapMode = WrapMode.Once;
}
}
animation["TakeIn"].wrapMode = WrapMode.Once;
animation["TakeOut"].wrapMode = WrapMode.Once;
//animation.Play("Idle");
}
// Update is called once per frame
void Update () {
if(Input.GetKeyDown(KeyCode.R)){
if(type != Type.M67 && type != Type.Bomb){
RifleReload();
}else{
if(type == Type.M67 ){
animation.Play ("Idle");
}
}
}
if(Input.GetMouseButtonDown(0)&&Time.time > nextFire && type != Type.Bomb){
nextFire = Time.time + fireRate;
if(type != Type.M67 && type != Type.Bomb){
animation.Rewind("Fire");
animation.CrossFade("Fire");
animation["Fire"].speed = animSpeed;
if(type == Type.RPG){
Instantiate(missile, FirePoint.position, Quaternion.identity);
}
if(type == Type.M79){
Rigidbody temp;
temp = Instantiate(missile.rigidbody, FirePoint.position, Quaternion.identity) as Rigidbody;
temp.velocity = FirePoint.TransformDirection(Vector3.forward*60);
}
}else{
animation.Rewind("Throw");
animation.CrossFade("Throw");
animation["Throw"].speed = animSpeed;
StartCoroutine(delayThrow(animSpeed/2));
}
}
if( type == Type.Bomb){
if(Input.GetMouseButton(0)){
animation.CrossFadeQueued("Coding");
}
}
}
IEnumerator delayThrow(float timer){
yield return new WaitForSeconds(timer);
Rigidbody temp;
temp = Instantiate(missile.rigidbody, FirePoint.position, Quaternion.identity) as Rigidbody;
temp.velocity = FirePoint.TransformDirection(Vector3.forward*60);
}
void RifleReload(){
AnimationState newReload = animation.CrossFadeQueued("Reload");
newReload.speed = animSpeed;
}
void TakeIn(){
animation.Play("TakeIn");
animation["TakeIn"].speed = animSpeed;
}
void TakeOut(){
animation.CrossFade("TakeOut");
animation["TakeOut"].speed = animSpeed;
}
}
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using UnityEngine;
using System.Collections;
public class Rocket : MonoBehaviour {
public float timeOut = 4.0f;
// Use this for initialization
void Start () {
Destroy (gameObject, timeOut);
}
// Update is called once per frame
void Update () {
transform.Translate(new Vector3(0,0,1) * Time.deltaTime*150);
}
}
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using UnityEngine;
using System.Collections;
using System.Collections.Generic;
public class Switcher : MonoBehaviour {
public GUISkin guiStyle;
public List<GameObject> weapons;
int weapIndex = 0;
Controller ct;
// Use this for initialization
void Start () {
//Deactivate all weapons before start
for(int i = 0; i < weapons.Count; i ++){
weapons[i].SetActiveRecursively(false);
}
weapons[weapIndex].SetActiveRecursively(true);
weapons[weapIndex].SendMessage("TakeIn");
}
// Update is called once per frame
void Update () {
ct = weapons[weapIndex].GetComponent<Controller>();
//Previous weapon
if(Input.GetKeyDown(KeyCode.Alpha1)){
StartCoroutine(prevWeap(ct.switchTime));
}
//Next weapon
if(Input.GetKeyDown(KeyCode.Alpha2)){
StartCoroutine(nextWeap(ct.switchTime));
}
}
public IEnumerator prevWeap(float timer){
weapons[weapIndex].SendMessage("TakeOut");
yield return new WaitForSeconds(timer);
if(weapIndex > 0){
weapons[weapIndex].SetActiveRecursively(false);
weapIndex--;
weapons[weapIndex].SetActiveRecursively(true);
}else{
weapons[weapIndex].SetActiveRecursively(false);
weapIndex = weapons.Count-1;
weapons[weapIndex].SetActiveRecursively(true);
}
weapons[weapIndex].SendMessage("TakeIn");
}
public IEnumerator nextWeap(float timer){
weapons[weapIndex].SendMessage("TakeOut");
yield return new WaitForSeconds(timer);
if(weapIndex < weapons.Count-1){
weapons[weapIndex].SetActiveRecursively(false);
weapIndex++;
weapons[weapIndex].SetActiveRecursively(true);
}else{
weapons[weapIndex].SetActiveRecursively(false);
weapIndex = 0;
weapons[weapIndex].SetActiveRecursively(true);
}
weapons[weapIndex].SendMessage("TakeIn");
}
void OnGUI(){
GUI.skin = guiStyle;
GUI.Label(new Rect(5, 5, 500, 20), "[ " + (weapIndex+1).ToString() + " / " + weapons.Count + " ]" + " : " + weapons[weapIndex].name);
GUI.Label(new Rect(Screen.width-205, 5, 500, 20), "1 - Previous Weapon");
GUI.Label(new Rect(Screen.width-205, 25, 500, 20), "2 - Next Weapon");
GUI.Label(new Rect(Screen.width-205, 45, 500, 20), "LMB - Play Fire Animation");
GUI.Label(new Rect(Screen.width-205, 65, 500, 20), "R - Play Reload Animation");
}
}
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